Joker (5e Subclass)

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Joker[edit]

Rogue Subclass

Jokers are rogues who specialize in weaponing humor to achieve their goals. In face of danger, they are able to bring joy and happiness, using jokes to lighten the mood and lift their companions spirits. They use comedy in combat, to throw off their enemies or to cause them to underestimate their abilities. They use laughter as a shield against the sometimes dire and grim nature of the world, and as a way to find comfort, and when the death arrives, their smile is the last face an enemy will see.

Bonus Expertise

When you choose this archetype at 3rd level, you gain proficiency with one skill of your choice. This skill gains the benefit of your expertise ability.

Lighthearted Inspiration

At 3rd level, you can inspire others with a well-timed joke, helping your allies relax during tense situations. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Joker Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Joker Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Joker Inspiration die is rolled, it is lost. A creature can have only one Joker Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

The size of your inspiration die increase to a d8 at 9th level and a d10 at 13th level.

Cunning Scramble

At 9th level, your cunning action improves to incorporate all of your agility into a single frantic movement. As an action, you can scramble. When you scramble, you gain the benefits of taking the Dash, Disengage, and Hide actions.

Font of Humor

At 13th level, you regain all of your expended uses of Lighthearted Inspiration when you finish a short or long rest.

Don’t Call It Luck

At 17th level, you can expend one use of Lighthearted Inspiration when you fail an ability check, saving throw, or attack roll. Reroll the ability check, saving throw, or attack roll and add your Joker Inspiration die. You must use the new result.

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